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Development of a gamification-based program to support ESD competency improvement in botanical gardens Saefudin, Saefudin; Kusnadi, Kusnadi; Hastika, Asyah Dwi; Zidan, Zuliande
JURNAL BIOEDUKATIKA Vol. 12 No. 3 (2024)
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/bioedukatika.v12i3.27922

Abstract

The Sustainable Development Goals, particularly Goal 4, have been developed and implemented by various educational institutions around the world. As an agent of development, the Indonesian University of Education (UPI)  has the potential to develop and implement ESD, especially through the use of UPI botanical garden. The purpose of this study is to develop a program and measure its effectiveness in terms of  ESD capacity and ecotourism potential. This research is a development study using the ADDIE approach in which 74  teacher candidates participated. Program development was successfully implemented by creating: (1) 5 learning resource posts; (2) Botanical ECO gamification learning flow;  (3) 5 practical activities; (4) five games that integrated gamification elements; (5) Botanical ECO-Gamification Guidebook; and (6) Instruments to evaluate program effectiveness in terms of ESD competencies and conceptual mastery. The research results showed that the developed instrument  had high validity and reliability, and was suitable for use (19 items). The Botanical ECO gamification program was rated in the good category for improving collaboration competency (80,41)  and in the good category for self-awareness competency (78,77). The implementation of the Botanical ECO gamification program to develop ESD was rated as very well received by students (85.81). The program was rated as excellent (82,17) or eligible of being one of the ecotourism programs on the UPI campus.
Permaculture Gamification as Innovative Learning Strategy to Enhance Students’ Collaboration Competency Baharuddin, Rahmat; Saefudin, Saefudin; Kusnadi, Kusnadi; Najira, Najira; Zidan, Zuliande
Jurnal Pendidikan MIPA Vol 26, No 1 (2025): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v26i1.pp673-687

Abstract

Collaboration is a core competency to promote effective teamwork and prepare students for success in both academic and professional environments. Permaculture gamification learning has the potential to enhance students' collaboration competency. Permaculture is an artificial ecosystem that encourages sustainable agricultural practices. There is a noticeable gap in the literature on integrating gamification into permaculture learning to improve students' collaboration skills. Therefore, this study aims to investigate the students’ collaboration competency improvement through the application of permaculture gamification as a learning strategy on ecosystem topics. This study used a quantitative research method with nonequivalent (pretest and posttest) control-group design. There are experimental group and control group, both groups take a pretest and posttest but only experimental group receives the treatment. The sample in this study consisted of 50 students from one high school in the city of Bandung. The students in the control group followed the regular learning process in the classroom. Meanwhile, the students in the experimental group followed the permaculture gamification learning. The instruments used in this study were collaboration assessment tools, including self-assessment, peer assessment, and observation rubric. Statistical t-test applied to analyze di difference on students collaboration competency outcomes after treatment. The N-Gain value was calculated to evaluate the effectiveness of the treatment to improve students’ collaboration competency. The t-test results showed that there is a significant difference in students’ collaboration competency between the two groups (p = 0.04). Permaculture gamification learning significantly improved students’s collaboration competency (p < 0.05). Based on the N-Gain value, permaculture gamification learning has a higher impact on students’ collaboration competency (N-Gain = 0.56) compared to the regular learning strategy (N-Gain = 0.40). It can be concluded that permaculture gamification learning can effectively improve students’ collaboration competency.      Keywords: permaculture gamification, collaboration competency, ecosystem.
Using Gamification-based Program to Increase Student Creativity Skills in Sustainable Development Topics Zidan, Zuliande; Saefudin, Saefudin; Kusnadi, Kusnadi; Hastika, Asyah Dwi
Jurnal Penelitian Pendidikan IPA Vol 10 No 5 (2024): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i5.6737

Abstract

Creativity skills are one of the essential skills to face the VUCA World. Improving creativity skills is hampered by the large number of students and learning conditions that are less demanding of the creative process in the class. This research aims to measure the effectiveness of the Botanical Eco-gamification program to improve creativity skills. The ADDIE research approach was used to redesign the Botanical Eco-gamification program so that it can improve creativity skills. This research produced test instruments, e-LAD and questionnaires to measure creativity skills in the program. The instrument developed has been proven valid and reliable for measuring originality, divergent thinking, convergent thinking and mental flexibility skills. The results of program implementation show that students' creativity skills have increased from before treatment in the sufficient category (54.2) to the good category (71.16) with the N-Gain achievement being categorized as medium (0.37). The majority of students (55.71%) reached mastery level after being given treatment. Almost all students (76.29%) stated that the program was good for improving creativity skills. Further research is needed to examine other 4cs competencies, ESD competencies, mastery learning and student's engagement in the Botanical Eco-gamification program